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//============================================================================= // The Unreal Director's Suite Release version: Jan 7th, 1999 //============================================================================= // // [ CS_Action ] // // This actor is used to begin the start of a cut sequence. It's job is to // set everything in place. // // Important note: The FirstLock variable allows you to define FirstLock = "SELF". // This will cause the camera to be locked on to whomever triggered the sequence. // //============================================================================= class CS_Action expands CutSeq; var bool Triggered; // Event was triggered var float TriggerTime; // Time this event was triggered. var() bool Retriggerable; // Is this camera retriggerable var() bool bOnlyTriggerable; // Does a touch set it off var() name FirstShotList; // Name of the first shotlist to call. var() bool LetterBoxed; // Do we use the normal or letterboxed HUD var() name FirstCamera; // The First camera to activate. var() name FirstLock; // If set, the engine will lock a camera on to the TAG var() bool FreezeActor; // Should the actor be frozen in place function Touch(Actor Other) { // Cut Sequences can also only be triggered by the player. if (!Other.IsA('CSPlayer')) { CSLog("Only Players May Trigger"); return; } if (bOnlyTriggerable) return; CSLog(""$Other$" has triggered a Cut Sequence"); Self.Trigger(OTher, Pawn(Other)); } function Trigger(actor Other, pawn EventInstigator) { local CS_Camera C; local CS_ShotList SL; local Actor A; CSTrackAction("CS_ACTION"); // All cut sequences are called only once. if (Triggered && (!Retriggerable)) { CSLog("Action is Trigger Once!"); return; } if (Triggered && (Level.TimeSeconds - TriggerTime < 3)) { CSLog("Cant Re-Trigger yet..waiting"); return; } TriggerTime = Level.TimeSeconds; Triggered = true; // First, track down the camera. foreach AllActors(class'CS_Camera',c,FirstCamera) { C.Trigger(Self,pawn(Other)); if (FirstLock=='Self') { CSLog("Locking Camera on to Instigator: "$EventInstigator.Name); C.bLockedOn = true; C.Target = EventInstigator; } else if (FirstLock != '') { foreach AllActors(class 'Actor',a,FirstLock) { C.bLockedOn = true; C.Target = A; CSLog("Locking Camera on to Actor: "$A.Name); } } } // Should all actors in this Cut Sequence be frozen if (FreezeActor) { CSLog("Freezing Actors and Player"); // Freeze the player CSPlayer(EventInstigator).Freeze(True); } // Switch the player in to CS mode CSPlayer(EventInstigator).POVThirdPerson(Letterboxed); CSPlayer(EventInstigator).CSAbortSpeed=1; // Find the first CS_ShotList and trigger it foreach AllActors( class 'CS_SHOTLIST', SL, FirstShotList ) { CSLog("Executing Shotlist: "$SL); SL.Trigger( Other, Other.Instigator ); } } defaultproperties { Texture=Texture'UDSDemo.UDS.CSACTION' } |
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